Hi Guys,
Thanks for playing around and the kind words!
To answer some of the questions:
> Any likelihood of a Mac OSX version?
Unfortunately I don’t have access to a MAC version, so I’m afraid not any time soon.
> Also, how much will it eventually cost?
I haven’t decided anything yet. As this is just a little hobby project meaning and I don’t have a whole lot of time for support, I will keep if free for now.
> What about cloth object like shirts will it eventually import from Maya?
You can export any mesh object you want as FBX geometry, and the included scripts will export an ascii file describing which vertices are connected to which.
I’ve done some skirt tests, it helps if the mesh faces are spread out relatively evenly.
> Have you come across a method to export out the cloth data ?
Conceptually I can think of two methods: 1. geometry caches, 2. constraining objects to the cloth and plotting those.
- MotionBuilder can read geometry caches when they are created during the Maya/Max FBX export.
I haven’t figured out how to create these from within MoBu though, and am not sure if this is possible at all. If someone knows more please let me know.
- I’m experimenting with plotting objects pinned to cloth vertices.
However, since this cloth solver is implemented as a deformer it seems like Mobu isn’t calling the deform function when doing the plotting. So the constrained objects only get a single key. I’m busy on finding a hack for this if possible. So far a lot of effort but no final results yet.
- (Hey I said i only thought of 2 methods didn’t I)
Create a separate chainSolver plugin that uses the same algorithm for solving joint chains that can be regularly plotted.
> I am unclear as to the end use of the plug-in.
I can understand that 
The idea of the plugin started while I was working on a project involving realtime mocap with Mobu as a previs tool on the mocap stage. And doing offline cloth solving outside of Mobu.
My solver allows our actors and director to get a feel of how the cloth will react in the final version, as wel as helping the motion editors during their work.
> Do you plan on trying to get user objects to be used as contraint objects ?
If you mean cloth to mesh collisions, at the moment no.
As I haven’t found an algorithm that is quick enough for realtime yet.
Sphere’s and capsules are mathematically quite easy and cheap to check intersections with. Polygonal meshes are much more involved afaik.
> Right now it seems limited to primitives only for a total of 99.
If 99 isn’t enough, that’s just a number I can easily raise internally. Willdo.
> Right now the beta shows it will expire at the end of the 9th month.
That’s mainly to push myself to keep on working on it for a little while longer.
And to get people to download a new version when it comes available.
At the end of the month just come back to my site, I’ll release and extended version or an updated one.
I’ll probably continue on it for a few more relases before it’s feature complete and fully stable.
If you’re in the middle of something and it’s about to expire just drop me a mail and I’ll fix you up. As this is a hobby/learning project I’m not trying to get rich from it, just a little famous 
Cheers,